Hiya.
Still a new folk to UE4, so trying a few things today that got me a bit confused, so im hoping you guys can help clear this up for me.
Im doing an open-world (city) style game so there is lots and lots of buildings! - each of these are there own asset… right.
So now comes the topic of lighting. - Ive been thinking about the best approach for this, but again not knowing the lighting system that great yet Im hoping you can shoot me down if Im a little lost.
Due to the size of the game map (city) its fairly large, so we are using a very aggressive LOD system. with over 500 Buildings.
Option 1
-Thinking to go one single Directional light (sun)
-HDRI On the skylight so we have consistency in uniform lighting across the map
-This will save memory as it wont generate Lightmaps?
-Really use the AO to bring out some of the details.
-We can then use Spot lights/point lights for anything fancy.
-All the above will be set to “movable”
negatives? - No GI, or scatter light. can be seen to be “boring, or Flat” - might cause issues later? no true night/day scenes (as HDRI sucks for night-scenes, unless swapped)
Option 2
-Sunlight/Skylight (all lights) set (STATIC or STATIONARY?)
-To generate light-maps for everything.
-We can then have GI too?
-point-lights are static too, as there are no “dynamic” operations with lights so to speak…
-problems are memory? - and or being forced to use really low light-maps (32 or 64)
negatives? - bad AO/Blocky, and memory
So with that said. - Im looking at these options, so want to fact-find before diving right in
my main questions are, of course, we want the best look vs performance - (guess you never heard that before!) - its a realistic(ish) game (Think Tom Clancy The Division)
Am i right in thinking for an open-world game on a big scale such as this, light-maps is a NO-GO? - and it will have to all be Dynamic (set to movable lights)
or is there a trick im missing, not knowing about or just being plain daft!.
AS said Im new to the Ue4 workflow. so forgive me if im totally wrong on all the above.
But please assist where you can, i would much appreciate it.
Thanks